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Stellaris Dev Diary #373 - 4.0 Development Progress Update

Hello everyone!

We’re still hard at work getting the features we’ve been describing into the game, but this week we’re giving you a bit of a progress update, and I’ll be giving my thoughts on what shape they’ll be in when we begin the Open Beta. As with everything over the past couple of months, all of this is still subject to change.

We’ve successfully gotten past the critical milestone of “the game is no longer completely broken”, and things are starting to come together very nicely.

DD #367: Precursor Selection, Databank, Species Modification, and Ship Designer​

The first three are fully functional and will be in the Open Beta.

The Databank still has some placeholder graphics on some buttons, and we’re planning on adding more entries, but it’s good enough for the Open Beta.

The Databank

The work for the Ship Designer changes was done in the Q2 DLC branch to support that release, and while it is functional it will not be in the Open Beta (but will be in the final release).

DD #368: Pacing Adjustments, Galaxy Generation, Leader Traits, Events/Messages/Notifications, Empire Focuses and the Timeline, Hard Reset, and Achievements​

Wow, we covered a lot in that dev diary.

All of these are functional, but like the Ship Designer, Hard Reset is in a different branch and will not be present in the Open Beta (but will be in the final release).

The Timeline shows a number of important milestones, and is generally functional. There’s still some polish to be done here, but I feel like it’s in a good enough state for the Open Beta.

The Timeline

Many of the basic Focus Tasks are in too, along with some of the progression rewards for completing them. We’ve added a couple of new Technologies to use as awards, such as Existential Campaigns, a tier 5 Society Tech.

Still to-do are Tasks for nonstandard gamestyles, and we haven’t moved things like Form Federation out of the Diplomatic Traditions yet.

Currently almost all of the Focuses relate to the base game only, but it’s good enough for now. We will have more in the actual 4.0 release.

Achievements no longer require Ironman, but the use of any debug commands disables them for that run. We haven’t updated them to the new systems yet though, so getting things like 100 pops on a planet is trivially easy.

Megapolis Achievement
Starting with 3200 pops

Well that was easy.

DD #369: Trade and Logistics, Mammalian Portraits​

Most, but not all, of the features described in dev diary #369 are in a functional state. Trade is a normal resource that is shown in the top bar. There’s Logistical upkeep on ships and for local planetary deficits, and it has replaced energy as the market resource.

Trade in the Top Bar, showing Ships consuming some
Corvette with 0.05 Logistic Upkeep


We have not yet completed the entire trade economy for Gestalts, but they will have some baseline generation to handle this from their Maintenance Drones for the Open Beta.

Our mammalian friends are done, but like Hard Reset, are in their own development branch and will not be present in the Open Beta.

DD #370: Pop Groups and Workforce, Colonization, and Civilians​

This is the core of what we’re interested in testing during the Open Beta.

Pops have been converted to using the new Pop Group system, and most aspects of Workforce are functional. We’re still going through the various jobs and updating them, and some of the weirder stuff in Stellaris (like, for example, Permanent Unemployment) hasn’t been worked on yet. Broken Shackles is hilariously broken right now. (It’s in the name, after all.)

Multispecies pop growth is working, but we haven’t made Xenocompatibility pool different species together yet.


Animated image showing simultaneous pop growth

Simultaneous pop growth!

Your homeworld starts with an extra 2000 pops, most of whom start as Civilians. This number is subject to change based on our internal playtesting and the Open Beta.

DD #371: Planet UI & Zones, Surface UI, Ecumenopoli, and Habitats​

This is the other big part we’re still working on. The backend for the new mechanics is mostly complete, but we’re still doing the design side implementation of the new jobs, zones, and buildings.

The actual surface UI is still very much a work in progress - it’s getting to a functional state, but isn’t near the polish level of the designs you saw in the dev diary. It’s likely to be part of the way there (but not complete) at the start of the Open Beta.

Special planet types like Habitats and Ecumenopoli are unlikely to be fully implemented for at least the first part of the Open Beta. We have completed tying Habitat maximum development directly to the sizes of the deposits in the system, but haven’t had a chance to recreate their districts or zones using the new systems yet.

Performance​

In a couple of threads, I mentioned that we’re not yet taking full advantage of some of the new model's performance benefits. Many things are still being calculated daily rather than monthly and are still largely single-threaded. We plan to keep it that way for the first couple of patches of the Open Beta because it will make it significantly easier for us to spot and fix any major issues that crop up.

As a reminder, the 3.11 Technology Open Beta found an issue like that with the Breakthrough Technologies, and finding these sorts of fundamental problems is my primary desire for the Open Beta. The Stellaris community is pretty exceptional at providing general feedback with the information provided by dev diaries, but a week of Open Beta testing will hammer the systems harder than we could do with months of internal testing.

So WHEN is it? What’s Next?​

I can’t quite tell you that right now. This Friday, we’ll be evaluating the status of our current build, and I’ll try to provide a possible timeline for sometime next week.

Until then, it’s back to the code mines for us! See you next week!
 
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Thought with the changes to planets with zones, does this mean clone army changes. I would honestly make it similar to how the virtual changes are going to go but less powerful.

Either way looking forward to beta.
 
were I starting from scratch I might have made it more strongly a logistics capacity (possibly even replacing Naval Capacity!), we do want to support most existing playstyles and keep things somewhat familiar in 4.0.
Well then, i shall hope for a logistics based Naval Capacity someday.
From Stellaris 5.0 to a Stellaris 2, someday.
 
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Achievements no longer require Ironman, but the use of any debug commands disables them for that run.



Nice I was so tired of keeping my savefile backups manually in the fear of savefile corruption, or the bug in the missable part of the script.
 
you sure you don't just have the no retreat stance on or something?
I mean, that seems to be a weirdly specific and vague issue
and emergency jumps do some damage to retreating ships anyways, so you might have just gotten unlucky and your ships were so battered that while they technically survived the battle they did not survive the retreat
 
@Eladrin - any chance that the new pop scale could be 1,000 rather than 100 times the old number?

It should work just as well from a code perspective,
it could work better design-wise in some cases (pop growth rounding, event pop deaths, etc.), and
it would be plain superior from a meme, joke and fun perspective.

(The term "kPop" might even help Stellaris reach new markets via search engine hits.)

We actually did strongly consider them being 1000 rather than 100. "Kilopop" is better than "Hectopop", but bulk size 100 works better in parts of the UI and people often think in percentages.
 
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you sure you don't just have the no retreat stance on or something?
I mean, that seems to be a weirdly specific and vague issue
and emergency jumps do some damage to retreating ships anyways, so you might have just gotten unlucky and your ships were so battered that while they technically survived the battle they did not survive the retreat
As I understand it is some race condition. Meaning it is currently impossible to replicate, even with a savegame. And accordingly it is nearly impossible to track down and fix.

With race conditons, one minute of prevention is worht weeks of bugfixing.
 
Thanks for the updates :) It's interesting to see that growth is separated by strata as well. Are the 0s in the image a placeholder for showing growth rate? And are there more situations where a pop group might decline in 4.0 (like if emmigration outpaced growth).

1741349807828.png
 
I think form federation is going to be only available via the focus tree, but federations doesn't really work as a tech and never really worked as a perk so very much the exception that proves the rule.

Even then you don't see many people arguing over federations being placed in the focus trees, instead attacking the guaranteed research options or the trees as a concept. Not really sure why, I guess they just don't care about how federations are handled.
 
Even then you don't see many people arguing over federations being placed in the focus trees, instead attacking the guaranteed research options or the trees as a concept. Not really sure why, I guess they just don't care about how federations are handled.
No one would be mad enough to argue that the only way to form a federation should be the diplomacy tree XD
Especially since the diplomacy tree on its own doesn't even unlock most federation types
 
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No one would be mad enough to argue that the only way to form a federation should be the diplomacy tree XD
Especially since the diplomacy tree on its own doesn't even unlock most federation types

Anything that makes federations more accessible is a win in my eyes. I’ve never got why forming a federation was so restricted but you can create vassals of any speciality right from the start of the game.
 
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I am not sure why it matters, achievements do not earn you anything outside of the game. Plus for many you can just load up some other players save game and then not pause the game. I guess I am in the camp that I care not for what achievements anyone has and any I have were purely coincidental
Achievements have two purposes:
1. They give players extrinsic goals to work towards in their games.
2. They allow players to show off (i.e. "I got a rare achievement" or "I got all achievements").

If mods are allowed that make obtaining achievements significantly easier, then they lose those functions. In that case achievements would no longer serve any purpose whatsoever.

The fact that achievements have no mechanical impact means that there's no reason why they have to be obtainable to people who play with mods - since it doesn't impact them in any way.
 
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Thanks for the updates :) It's interesting to see that growth is separated by strata as well. Are the 0s in the image a placeholder for showing growth rate? And are there more situations where a pop group might decline in 4.0 (like if emmigration outpaced growth).

View attachment 1262297
As I understand Migration will not be a percentage to growth - it will actually move pop units around.

I have no idea what that minus sign and number could be, but I doubt it is growth. Since growth should be species wide.
 
As I understand Migration will not be a percentage to growth - it will actually move pop units around.

I have no idea what that minus sign and number could be, but I doubt it is growth. Since growth should be species wide.

Yeah I know but I was wondering it this number would be the monthly net change. Like 10 pops grew, 20 migrated, so total change -10
 
Yeah I know but I was wondering it this number would be the monthly net change. Like 10 pops grew, 20 migrated, so total change -10
That is actually a .gif that animates if you hover over.
Numbers change, but not that 0.
 
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That is actually a .gif that animates if you hover over.
Numbers change, but not that 0.

I know mate, that's part of why I asked the question. The 0 seems to be a placeholder so I'm wondering what it will be for. The numbers changing don't allow an easy way at a glance to tell which pop groups are growing fastest or might be declining.
 
Those are supposed to show the change in that pop group since last month, whether it be through migration, growth, or asteroid strike.
"Changes of population like Birth, Migration, Asteroid Strikes."
 
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Anything that makes federations more accessible is a win in my eyes. I’ve never got why forming a federation was so restricted but you can create vassals of any speciality right from the start of the game.
Vassalization used to be unlocked by the Domination tree, which is why it's called that. It's thematically muddled now after the vassal stuff got removed from it.

Making vassalization and federations available too early is bad because it locks AI empires into large rigid blocks too soon. We already see this with vassals, which is why vassalization also should go back to not being available at the start, at least not peaceful vassalization.
 
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The hate behind the optional focus system that no one is obligated to interact with (because none of its rewards are exclusive to there ) is borderline incomprehensible. Especially since all the tasks are all things you will do anyways via them being basic game mechanics, so its not like its forcing you to do niche/weird stuff purely to check off a box.
Game mechanics are only optional to people who don't care about playing as well as possible.

To serious players, these focuses will become a mandatory, obnoxious checklist of tasks you have to go out of your way to do even though they don't align with any kind of logical plan for your empire or the way you want to play. It's like the Eurekas in Civ 6. They turn the game from a sandboxy historical simulator into an endless series of nonsensical sidequests.

It's obvious how this will turn out - instead of playing organically, every skilled player will be, for example, pushing out 10 useless naked minimum cost Destroyers asap in order to unlock the Cruisers tech much earlier than intended and then roll over everything. Don't get the build 10 destroyers focus card? Spend all your unity to reroll until you get it. Does this sound like the Stellaris we enjoy?

A lot of people just dismiss the complaints about this feature because they either don't play the game seriously or just don't consider the ramifications. It's always like this with bad new features in the game - every newly announced feature gets cheered by the majority here on the forums while a small minority sees the problems coming but is ignored. Then the new feature releases and NOW everyone starts complaining after seeing it in action, when it's too late.
 
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